ObjectShot


Capture isolated GameObjects and UI as shippable stills and animations — scene-safe, deterministic, and pixel-perfect to the preview.


by Darnelix


Price History +

ObjectShot turns any GameObject or UI hierarchy into a clean, shippable image or animation — without ever touching your scene.


Frame your subject by moving the view, see exactly what you'll get in the live preview, and export. The preview is the export: the pixels you see are the pixels you ship. ObjectShot runs entirely in the Editor — there is no runtime component and zero runtime cost.


Two modes, four workflows

  • Single Image — one composed capture of your target.
  • Contact Sheet — a multi-angle grid of the same target (front, back, sides, top, iso, or your own angles).
  • Turntable — a smooth 360° spin, captured without entering Play mode.
  • Live Capture — record an isolated animation while the game plays, with the rest of the scene excluded.

Built for production

  • Scene-safe by design. Capture runs against an internal cloned world — no transform, layer, or component changes to your live scene, ever.
  • Preview equals export. What you see is what you get, every time.
  • Deterministic output. Explicit, repeatable file paths, names, formats, and collision handling — friendly to version control and automation.
  • Professional defaults. The first result already looks shippable: studio lighting, sensible framing, clean backgrounds.

Formats

  • Stills: PNG, JPG, WebP, TGA (with alpha where the format supports it).
  • Animations: APNG, GIF, animated WebP, Sprite Sheet, Image Sequence.

Every render pipeline

Works on the Built-in Render Pipeline, URP, and HDRP — no pipeline-specific setup.


More

Transparent / solid / gradient backgrounds · render modes (full color, silhouette, outline) · shadow catcher · built-in and custom presets · batch export · one-click clipboard copy (Windows & macOS) · post-export Unity import-profile application · Prefab-Stage capture · a generated sample scene to explore every feature.


Note: ObjectShot does not capture particle systems — particle effects are temporal and fall outside its isolated-snapshot model.


Editor-only. Zero runtime dependencies. Requires Unity UI (com.unity.ugui).